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Elegant Solution For Both Time-Zone And Pre-Game Wait Time - Eliminates Ghost Drops


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#1 eFTy

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Posted 15 December 2014 - 11:44 AM

Posted this idea in another thread, but thought it might deserve its own thread. There are two major points.

First of all, for the cease-fire time to be irrelevant (regarding timezones), the 11 point hard cap system should be changed. Instead, a simple tally of game wins should be kept on each planet for each faction (it could work for multiple factiosn fighting over the same planet, too). At the end of the game day, the faction that has the most wins gets nominal control of the planet.

As an addendum, I remember talk from the devs about various planets giving faction-wide bonuses (like cheaper prices for certain mechs they produce). These bonuses could require a certain percentage of ownership to take full effect (like 80%) and another percentage for a partial effect (like 60%). Anything below that second threshold means the planet is just under nominal control.


Second of all, regarding pre-match wait times and the dreadful idea of playign games against empty bases due to lack of defenders: ELIMINATE player choice of planet to fight on (most players don't really care anyway). Make it an unlockable perk when a certain rank is reached within the faction (something mid-to-high) and require a group of 4/8/12 players. This way, when a certai nmerc unit wants to fight on a speciffic planet, they can do so but only if at least one of them is in good standing with the faction.

Everyone else should be sent into a general faction queue that prioritises defense requirements (in chronological order of attack) and attacking planets that need a lance or two to fill the slots.

This way there would no longer be any unopposed base smashes and each and every game that is played would be a valid contribution to the war effort, no matter the timezone, and it wouldn't take forever to get a group going without checking forums and other out-of-game instances to see where one should fight.

Edited by eFTy, 15 December 2014 - 02:07 PM.


#2 Ace Kaller

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Posted 15 December 2014 - 12:47 PM

Unfortunately that wouldn't solve much, at least the bit about not choosing specific planets. We literally threw every resource we had into the defense of New Sagan last night and it didn't matter, we still lost it to ghost drops. It wasn't a matter of Liao players queuing on different planets, there just weren't enough people to counter the Davion horde. Everyone queued on New Sagan the Davion side still outnumbered us like 2 or 3 to 1.

#3 Sprouticus

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Posted 15 December 2014 - 01:13 PM

View PostAce Kaller, on 15 December 2014 - 12:47 PM, said:

Unfortunately that wouldn't solve much, at least the bit about not choosing specific planets. We literally threw every resource we had into the defense of New Sagan last night and it didn't matter, we still lost it to ghost drops. It wasn't a matter of Liao players queuing on different planets, there just weren't enough people to counter the Davion horde. Everyone queued on New Sagan the Davion side still outnumbered us like 2 or 3 to 1.



Im not saying you are wrong, but do you have evidence of the ghost drops? By definition only the Fedcom folks could say for sure, and only if they all compared notes.


I was thinking abot ghost drops. I think foks should get SOMETHING for waiting in queue and ghost dropping, but perhaps mot a full point. Maybe a 1/4 of a point per drop instead of 1?

#4 eFTy

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Posted 15 December 2014 - 01:51 PM

My first CW match was a 'ghost drop'. It's lame.

The whole point was that under the new system, the MM would distribute players to battles and it wouldn't start any ghost drops. They wouldn't be required.

#5 Eboli

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Posted 15 December 2014 - 02:16 PM

Good ideas EFTy,

I think that a further extension of this idea would be that 1 successful ghost drop is only worth 1/3 of a point, thus 3 successful ghost drops will equal 1 successful manned attack/defend drop where both sides have players.

Whether this can be achieved in the current system is questionable but I would even go further and suggest that maybe each planet should have a percentage counter. Successful manned drops are worth so much % while ghost drops are worth less %.

This will also allow PGI to be able to set different % drops changes against certain planets. I suppose a scenario would be if an enemy faction is able to go deeper into another faction's territory they would likely face stiffer population resistance and thus a successful drop will will be earn less % drop against the planet. Thus more successful drops will be required to actually acquire a planet.

This can also work in reverse if a lost faction planet is trying to be retaken by the originally aligned faction. A successful drop will earn a greater %.

This process will possibly allow smaller number of players faction not loose a mass/all of their planets that fast and even be able to take back planets a little bit easier. If an enemy faction wants to take a enemy planet deep into their territory than a lot of drops will be required...

Cheers!
Eboli

Edited by Eboli, 15 December 2014 - 02:16 PM.


#6 Big Tin Man

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Posted 15 December 2014 - 02:28 PM

View PostSprouticus, on 15 December 2014 - 01:13 PM, said:

Im not saying you are wrong, but do you have evidence of the ghost drops? By definition only the Fedcom folks could say for sure, and only if they all compared notes. I was thinking abot ghost drops. I think foks should get SOMETHING for waiting in queue and ghost dropping, but perhaps mot a full point. Maybe a 1/4 of a point per drop instead of 1?


I will confirm we've been getting a lot of ghost drops against the Liaos over the weekend between C4 and HHoD. Like over 50% of them.

Maybe the Liaos should pay their mercs more and recruit them, instead of distrusting them and then executing them :P This goes back to PGI saying they would attempt to balance factions by increasing rewards for factions who are bleeding out (and thus attracting more mercs). This is going to need a heavy bit or re-balancing, as the 50 LP and 50k cbills for a victory base is pretty underwhelming, when simply fighting averages 500-1000 LP and 300-600k c-bills.

#7 Sprouticus

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Posted 15 December 2014 - 02:30 PM

View PostBig Tin Man, on 15 December 2014 - 02:28 PM, said:


I will confirm we've been getting a lot of ghost drops against the Liaos over the weekend between C4 and HHoD. Like over 50% of them.

Maybe the Liaos should pay their mercs more and recruit them, instead of distrusting them and then executing them :P This goes back to PGI saying they would attempt to balance factions by increasing rewards for factions who are bleeding out (and thus attracting more mercs). This is going to need a heavy bit or re-balancing, as the 50 LP and 50k cbills for a victory base is pretty underwhelming, when simply fighting averages 500-1000 LP and 300-600k c-bills.



or lower the rewards on ghost drops to 0.25 or so instead of a full point. Might allow the smaller units to keep up.





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